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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
03-16-2012, 08:52 PM
Quote:
3) You should be chaining EPTS, CRF and Tac Team constantly. I find it helpful to bind all these to the same button together with Fire All and Distribute Shields so I can just mash it and get most of my buffs going.
How do you do this? I tried to, but It wouldn't let me do it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
03-16-2012, 11:05 PM
Quote:
Originally Posted by mbradshaw View Post
How do you do this? I tried to, but It wouldn't let me do it.
The keybind guide on the wiki will help a lot, but here's a primer:

Let's say you have Tac Teams in the 1st bar, slots 1 and 2. CRF in 2nd bar, slots 1 and 2. EPTS in 3rd bar, slots 1 and 2.

The command to execute a tray power is "+TrayExecByTray x y". x is the tray number and y is the slot number. Keep in mind that you count from ZERO - tray 1, slot 1 is "0 0".

The command to fire everything is "GenSendMessage HUD_Root FireAll".

The command to distro your shields is "+power_exec Distribute_Shields.

Combining all of these with the example slots above, you would do the following:

/bind space "GenSendMessage HUD_Root FireAll $$ +TrayExecByTray 0 0 $$ +TrayExecByTray 0 1 $$ +TrayExecByTray 1 0 $$ +TrayExecByTray 1 1 $$ +TrayExecByTray 2 0 $$ +TrayExecByTray 2 1 $$ +power_exec Distribute_Shields"

Unfortunately, that won't fit into the chat bar, so you should do this:

In STO, while in space, type the following into your chatbar:

/bind_save_file guramba

Now go to your STO folder and look for the Live folder (Star Trek Online\Live). Find the file marked "guramba". Replace the space bind with the bind I made above.

That should get you set up. Have fun!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
03-17-2012, 02:08 AM
Quote:
Originally Posted by captainsnorlax
Engine power increases flight speed and turn rate. It's not useless.
your defense score will max out long before engine power that high. you wont be any harder to hit then an escort with 50-60 engine power.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
03-17-2012, 02:36 AM
Quote:
Originally Posted by Zahinder
What do folks think of the various strengths of Tac, Sci, and Eng with Guramba?

Obviously the OP's Eng shows the power of OMFG POWER LEVELS.

Thoughts?
Sice I last saw this thread, I've gotten my 'rumba and it's one of my favourite ships, but I've only used it with Tac and Eng, not Sci. With the Tac, you've got a rather unholy ammount of firepower and can make yourself relatively resilient for an escort, especially with traits like ellusive and the right attack patterns. I find it's also good for the engineer, since you can keep it in one piece during siege mode much easier and still push out a good ammount of damage, but it's more sustaining high DPS with good spikes, than high DPS with monster spikes. Vs other escorts, you'll have the advantage, but against a cruiser, a tac will have an easier time. In Arena, if you've got a good healer, then the tac is probably the most useful, but in C&H, Ker'rat, or a pug where you may not see so much as ST1 from a team mate, the engineer's survivability can really swing things for you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
03-17-2012, 05:53 AM
Quote:
Originally Posted by Zahinder
Plasmonic leech is great, but it doesn't peg your bars quite like an Engie.
True, but than that is just one advantage they have against other advantages Sci and Tact have using the same ship. I get where you are going there, but I don't think it is much of an issue. If anything, it gives ENG a nice option to get out of their battle cruisers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
03-19-2012, 12:52 AM
Interesting on Eng for sure...will have to play around with the diff sets to see what works best until I can get the Honor Guard one...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
03-22-2012, 12:43 AM
Didn't think you could actually use 4 DHC, i thought 2 was the limit due to cooldown/timing issues.
You can equip 4 but, I don't think the 4th does anything, and the 3rd fires every 3rd or 4th round. I'm nt sure tho
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
03-22-2012, 01:24 AM
problem is when it comes to going against the CE, the syphons and assims are just extra easy target for the fragments. so you power venture there will be useless. it appears to be the only real downside apart from the lack of resistances to your hull.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
03-22-2012, 01:45 AM
You are missing out on the power of a Torpedo and adding in the extra cannon is hurting your overall power. With HG torps are especially wicked.

Also you are missing Theta Radiation Vents. Aceton Assemilators are pretty pathetic unless you are running a full Energy Drain setup and so they are not helping your Guramba much. Ditch those for anything better.

The Flow Capacitors generally do not help that much and they do next to nothing for Weapons power because it does not work the same way as just switching power. What they help with is restoring power after Full Impulse or the slight lag when flipping between modes.

I offer this as a nice example of Gruamba viciousness: http://www.youtube.com/watch?v=kYbU8Xu25QQ
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
03-22-2012, 03:25 AM
Quote:
Originally Posted by Ebeneezergoode
Sice I last saw this thread, I've gotten my 'rumba and it's one of my favourite ships, but I've only used it with Tac and Eng, not Sci. With the Tac, you've got a rather unholy ammount of firepower and can make yourself relatively resilient for an escort, especially with traits like ellusive and the right attack patterns. I find it's also good for the engineer, since you can keep it in one piece during siege mode much easier and still push out a good ammount of damage, but it's more sustaining high DPS with good spikes, than high DPS with monster spikes. Vs other escorts, you'll have the advantage, but against a cruiser, a tac will have an easier time. In Arena, if you've got a good healer, then the tac is probably the most useful, but in C&H, Ker'rat, or a pug where you may not see so much as ST1 from a team mate, the engineer's survivability can really swing things for you.
Jumping in for some advice: I am a Tactical captain on the Klingon side and have been saving up CP for several months. Is it important if Deflector-Impulse-Shields slots use the Honor Guard set? I have two out of 3 for both the Borg set and the Jem'Hadar set. I'm also sure that the Aceton Assimilator and Plasmonic Leech consoles are useful but are they 2,000 CP-useful? Why would I want to pay that much to get not those ships but the consoles? If an Engineer captain wants to use a Tactical ship instead of a Carrier, that's your choice.... any advice to adjust a Guramba for Tactical gameplay is appreciated.

Anyway if I get the Guramba, I will have a Nausicaan character with Nausicaan melee weapon on a Nausicaan ship
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